[#17600] char* -> const char*
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
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@@ -85,7 +85,7 @@ RAS_2DFilterManager::~RAS_2DFilterManager()
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FreeTextures();
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}
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unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
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unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
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{
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GLuint program = 0;
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GLuint fShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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@@ -33,7 +33,7 @@
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class RAS_2DFilterManager
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{
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private:
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unsigned int CreateShaderProgram(char* shadersource);
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unsigned int CreateShaderProgram(const char* shadersource);
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unsigned int CreateShaderProgram(int filtermode);
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void AnalyseShader(int passindex, vector<STR_String>& propNames);
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void StartShaderProgram(int passindex);
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@@ -28,7 +28,7 @@
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#ifndef __RAS_BLUR2DFILTER
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#define __RAS_BLUR2DFILTER
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char * BlurFragmentShader=STRINGIFY(
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const char * BlurFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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@@ -28,7 +28,7 @@
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#ifndef __RAS_DILATION2DFILTER
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#define __RAS_DILATION2DFILTER
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char * DilationFragmentShader=STRINGIFY(
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const char * DilationFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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@@ -28,7 +28,7 @@
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#ifndef __RAS_EROSION2DFILTER
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#define __RAS_EROSION2DFILTER
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char * ErosionFragmentShader=STRINGIFY(
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const char * ErosionFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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@@ -28,7 +28,7 @@
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#ifndef __RAS_GRAYSCALE2DFILTER
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#define __RAS_GRAYSCALE2DFILTER
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char * GrayScaleFragmentShader=STRINGIFY(
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const char * GrayScaleFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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void main(void)
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@@ -28,7 +28,7 @@
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#ifndef __RAS_INVERT2DFILTER
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#define __RAS_INVERT2DFILTER
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char * InvertFragmentShader=STRINGIFY(
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const char * InvertFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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void main(void)
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@@ -28,7 +28,7 @@
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#ifndef __RAS_LAPLACION2DFILTER
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#define __RAS_LAPLACION2DFILTER
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char * LaplacionFragmentShader=STRINGIFY(
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const char * LaplacionFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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@@ -28,7 +28,7 @@
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#ifndef __RAS_PREWITT2DFILTER
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#define __RAS_PREWITT2DFILTER
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char * PrewittFragmentShader=STRINGIFY(
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const char * PrewittFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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@@ -28,7 +28,7 @@
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#ifndef __RAS_SEPIA2DFILTER
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#define __RAS_SEPIA2DFILTER
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char * SepiaFragmentShader=STRINGIFY(
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const char * SepiaFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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void main(void)
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@@ -28,7 +28,7 @@
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#ifndef __RAS_SHARPEN2DFILTER
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#define __RAS_SHARPEN2DFILTER
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char * SharpenFragmentShader=STRINGIFY(
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const char * SharpenFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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@@ -28,7 +28,7 @@
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#ifndef __RAS_SOBEL2DFILTER
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#define __RAS_SOBEL2DFILTER
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char * SobelFragmentShader=STRINGIFY(
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const char * SobelFragmentShader=STRINGIFY(
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uniform sampler2D bgl_RenderedTexture;
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uniform vec2 bgl_TextureCoordinateOffset[9];
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